Anarchy? Don't make me laugh.

Spot on. It did feel good. All the upset players moaned then it all got easier.

When I get back from my honeymoon, I'll be buying an unarmed hauler, stripping it, painting 'all pirates are soft' on it and hauling gold around to see if it is at all dangerous out there still.

I think there should be scope for more npc piracy. Cargo scan on exit, chased through jump and interdicted at the end. Then cargo hatch shot off, or cargo lumper deployed.

Has anyone seen the npc scoop anything yet?

Nope NPC pirates are totally dumb...

You have to be totally clueless to lose to them.
 
As soon as npc's become financially motivated to make money through piracy and then buy upgrades, the game would become hard again.
 
Got to love it when there's more Security inderdictions in Anarchy systems than there is in high population, wealthy tech systems. As for KWS, gave up using the useless thing. Maybe 1/15 ships revealed anything that wasn't there on the first scan, and that was in the Anarchy system I'm currently being bored in. Pretty much everyone I see is clean and the only time I get interdicted by someone other than Security is by some no-mark in a Sidewinder who takes about 5 seconds to pop and usually has no bounty.

Epic.
 
Every single time i pass through an anarchy system with my type-7 i get interdicted, or at least several people try before i make my jump to the next system, and it's usually vipers or other ships that are hard to run from
 
Every single time i pass through an anarchy system with my type-7 i get interdicted, or at least several people try before i make my jump to the next system, and it's usually vipers or other ships that are hard to run from

Seriously, How can you get interdicted passing through a system ?

You arrive, you switch target (if the game doesn't auto switch you to the next system), you align you jump out...

Getting interdicted passing through a system is almost impossible...

Yet you claim it happens to you every time... ;)
 
Spot on. It did feel good. All the upset players moaned then it all got easier.

When I get back from my honeymoon, I'll be buying an unarmed hauler, stripping it, painting 'all pirates are soft' on it and hauling gold around to see if it is at all dangerous out there still.

I think there should be scope for more npc piracy. Cargo scan on exit, chased through jump and interdicted at the end. Then cargo hatch shot off, or cargo lumper deployed.

Has anyone seen the npc scoop anything yet?

I hope that is why FD seem to be taking their time balancing this. I hope that rather than just going down the "lets change the numbers" path they are instead working on richer NPC behaviour that is connected with the background sim. I would rather they did that then waste too much time tweaking what I hope at the moment is a placeholder mechanic of just a few pseudo random NPC spawns here and there.
 
I do think there needs to be a lot more risk vs reward in Anarchy.

I do feel like it's the safest place to go to win some bounties, without the fear of becoming wanted by accidentally firing on other ships.

In fact, it's my place of choice to go to when I want a bounty hunting session. More variety of ships, less chance of being wanted, and easier to smuggle cargo to.

Only thing that makes it (ever so) slightly harder is more frequent interdictions... but apart from that, it's a cake walk.

Would be nice, if the rewards were higher, but the risk was much much higher.
 
+1. Anarchy systems should have an increased risk/reward ratio. As a bounty hunter I quickly get bored in those systems as of now.
 
Definitely OP.

Anarchy used to mean wave after wave of pirates battering down your shields and sometimes the hull too until at last you saw the safety of the big S pop up.
 
Has anyone seen the npc scoop anything yet?

If NPCs have to scoop cargo than it would explain why they stopped doing piracy. It is more trouble than it is worth it. Soon we will see the pirates switching to bounty hunters and trying to fly even more intentional into your fire to get a chance to collect bounty instead of cargo.
 
Agree with OP

shield less ships in Anarchies lol !
Cmdr's with no weapons lolol!
I face greater danger flying drunk than from anything else :)

Cheers Cmdr's
 
In the original Elite, Anarchy worlds were the most dangerous on a continuum of danger:

Corporate States
Democracies
Confederacies
Communist States
Dictatorships
Multi-Governments
Feudal Worlds
Anarchies

There was somewhere reasonably suitable for all levels of combat skill. Elite Dangerous doesn't have the same gradation of combat challenge ... maybe it should. But just making Anarchies comparably dangerous without changing anything else, would not work IMO.
 
In the original Elite, Anarchy worlds were the most dangerous on a continuum of danger:

Corporate States
Democracies
Confederacies
Communist States
Dictatorships
Multi-Governments
Feudal Worlds
Anarchies

There was somewhere reasonably suitable for all levels of combat skill. Elite Dangerous doesn't have the same gradation of combat challenge ... maybe it should. But just making Anarchies comparably dangerous without changing anything else, would not work IMO.

Good point, and totally agree. That would be cool if system danger level based on Government types is on the Tweak List.
 
Yeah, the current scale of danger of systems in ED at the moment seems to range from totally safe to almost totally safe. I liked the original where it went from a bit profitable but totally safe to suicidally dangerous but very profitable.

I think ED has room for, and needs, a spectrum of difficulty of systems that includes really dangerous do not go there unless you are mad or Elite or seriously in need of quick money at any risk.

Those warrant scanners are a pain out there too. You have to target a ship, scan it for warrants (it takes time), then fight them. If they start shooting first, you don't shoot back until you do get that bounty info or they go pop and all you did was blow up an NPC for nothing --waste of ammo.

With how heavy the foot print is for a warrant scanner (it takes a full 3 MW of power on the A class scanner), you'd think they'd work better (and yes that was the best type you can get) but they don't.

You can find bigger ships there but when you do get in fights, they get busy fast and often draw in other ships there - meaning you won't have time to scan for squat.

Net effect: Stick to trading for earning, do other things for income. Or to put it like I'm beginning to think of the game: Space Truckers Plus.
 
count me in the "need more danger" camp, it feels pretty safe to go anywhere just now.
I want to feel the fear when i enter an Anarchy or known to be bad system.
This is what is making ED not as exciting as it could be.
 
Those warrant scanners are a pain out there too. You have to target a ship, scan it for warrants (it takes time), then fight them. If they start shooting first, you don't shoot back until you do get that bounty info or they go pop and all you did was blow up an NPC for nothing --waste of ammo.

With how heavy the foot print is for a warrant scanner (it takes a full 3 MW of power on the A class scanner), you'd think they'd work better (and yes that was the best type you can get) but they don't.

You can find bigger ships there but when you do get in fights, they get busy fast and often draw in other ships there - meaning you won't have time to scan for squat.

Net effect: Stick to trading for earning, do other things for income. Or to put it like I'm beginning to think of the game: Space Truckers Plus.

My scanner and my lasers are on the same slot, when my scan is finished most anacondas still have some shields and I switch to more weapons. Usually I target as well already the power plant before the scan is finished.
 
When comparing the difficulty with the original, it's worth remembering what we did when we died back then. We rewound the tape and reloaded our old save game. So, yes, the difficulty and challenge of an anarchy were high, but the danger was zero.
 
When comparing the difficulty with the original, it's worth remembering what we did when we died back then. We rewound the tape and reloaded our old save game. So, yes, the difficulty and challenge of an anarchy were high, but the danger was zero.

Not sure how that differs to current ship rebuy costs vs hourly trade profits?
 
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